/* * Mesa 3-D graphics library * Version: 7.5 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file mtypes.h * Main Mesa data structures. * * Please try to mark derived values with a leading underscore ('_'). */ #ifndef MTYPES_H #define MTYPES_H #include "main/glheader.h" #include "main/config.h" #include "main/compiler.h" #include "main/mfeatures.h" #include "glapi/glapi.h" #include "math/m_matrix.h" /* GLmatrix */ /** * Color channel data type. */ #if CHAN_BITS == 8 typedef GLubyte GLchan; #define CHAN_MAX 255 #define CHAN_MAXF 255.0F #define CHAN_TYPE GL_UNSIGNED_BYTE #elif CHAN_BITS == 16 typedef GLushort GLchan; #define CHAN_MAX 65535 #define CHAN_MAXF 65535.0F #define CHAN_TYPE GL_UNSIGNED_SHORT #elif CHAN_BITS == 32 typedef GLfloat GLchan; #define CHAN_MAX 1.0 #define CHAN_MAXF 1.0F #define CHAN_TYPE GL_FLOAT #else #error "illegal number of color channel bits" #endif /** * Stencil buffer data type. */ #if STENCIL_BITS==8 typedef GLubyte GLstencil; #elif STENCIL_BITS==16 typedef GLushort GLstencil; #else # error "illegal number of stencil bits" #endif /** * \name Some forward type declarations */ /*@{*/ struct _mesa_HashTable; struct gl_attrib_node; struct gl_pixelstore_attrib; struct gl_program_cache; struct gl_texture_format; struct gl_texture_image; struct gl_texture_object; struct st_context; typedef struct __GLcontextRec GLcontext; typedef struct __GLcontextModesRec GLvisual; typedef struct gl_framebuffer GLframebuffer; /*@}*/ /** * Indexes for vertex program attributes. * GL_NV_vertex_program aliases generic attributes over the conventional * attributes. In GL_ARB_vertex_program shader the aliasing is optional. * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the * generic attributes are distinct/separate). */ typedef enum { VERT_ATTRIB_POS = 0, VERT_ATTRIB_WEIGHT = 1, VERT_ATTRIB_NORMAL = 2, VERT_ATTRIB_COLOR0 = 3, VERT_ATTRIB_COLOR1 = 4, VERT_ATTRIB_FOG = 5, VERT_ATTRIB_COLOR_INDEX = 6, VERT_ATTRIB_POINT_SIZE = 6, /*alias*/ VERT_ATTRIB_EDGEFLAG = 7, VERT_ATTRIB_TEX0 = 8, VERT_ATTRIB_TEX1 = 9, VERT_ATTRIB_TEX2 = 10, VERT_ATTRIB_TEX3 = 11, VERT_ATTRIB_TEX4 = 12, VERT_ATTRIB_TEX5 = 13, VERT_ATTRIB_TEX6 = 14, VERT_ATTRIB_TEX7 = 15, VERT_ATTRIB_GENERIC0 = 16, VERT_ATTRIB_GENERIC1 = 17, VERT_ATTRIB_GENERIC2 = 18, VERT_ATTRIB_GENERIC3 = 19, VERT_ATTRIB_GENERIC4 = 20, VERT_ATTRIB_GENERIC5 = 21, VERT_ATTRIB_GENERIC6 = 22, VERT_ATTRIB_GENERIC7 = 23, VERT_ATTRIB_GENERIC8 = 24, VERT_ATTRIB_GENERIC9 = 25, VERT_ATTRIB_GENERIC10 = 26, VERT_ATTRIB_GENERIC11 = 27, VERT_ATTRIB_GENERIC12 = 28, VERT_ATTRIB_GENERIC13 = 29, VERT_ATTRIB_GENERIC14 = 30, VERT_ATTRIB_GENERIC15 = 31, VERT_ATTRIB_MAX = 32 } gl_vert_attrib; /** * Bitflags for vertex attributes. * These are used in bitfields in many places. */ /*@{*/ #define VERT_BIT_POS (1 << VERT_ATTRIB_POS) #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT) #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL) #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0) #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1) #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG) #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX) #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG) #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0) #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1) #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2) #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3) #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4) #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5) #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6) #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7) #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0) #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1) #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2) #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3) #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4) #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5) #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6) #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7) #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8) #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9) #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10) #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11) #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12) #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13) #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14) #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15) #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u))) #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g))) /*@}*/ /** * Indexes for vertex program result attributes */ typedef enum { VERT_RESULT_HPOS = 0, VERT_RESULT_COL0 = 1, VERT_RESULT_COL1 = 2, VERT_RESULT_FOGC = 3, VERT_RESULT_TEX0 = 4, VERT_RESULT_TEX1 = 5, VERT_RESULT_TEX2 = 6, VERT_RESULT_TEX3 = 7, VERT_RESULT_TEX4 = 8, VERT_RESULT_TEX5 = 9, VERT_RESULT_TEX6 = 10, VERT_RESULT_TEX7 = 11, VERT_RESULT_PSIZ = 12, VERT_RESULT_BFC0 = 13, VERT_RESULT_BFC1 = 14, VERT_RESULT_EDGE = 15, VERT_RESULT_VAR0 = 16 /**< shader varying */, VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING) } gl_vert_result; /** * Indexes for fragment program input attributes. */ typedef enum { FRAG_ATTRIB_WPOS = 0, FRAG_ATTRIB_COL0 = 1, FRAG_ATTRIB_COL1 = 2, FRAG_ATTRIB_FOGC = 3, FRAG_ATTRIB_TEX0 = 4, FRAG_ATTRIB_TEX1 = 5, FRAG_ATTRIB_TEX2 = 6, FRAG_ATTRIB_TEX3 = 7, FRAG_ATTRIB_TEX4 = 8, FRAG_ATTRIB_TEX5 = 9, FRAG_ATTRIB_TEX6 = 10, FRAG_ATTRIB_TEX7 = 11, FRAG_ATTRIB_VAR0 = 12, /**< shader varying */ FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING) } gl_frag_attrib; /** * Bitflags for fragment program input attributes. */ /*@{*/ #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS) #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0) #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1) #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC) #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0) #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1) #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2) #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3) #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4) #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5) #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6) #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7) #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0) #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U)) #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V)) #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \ FRAG_BIT_TEX1| \ FRAG_BIT_TEX2| \ FRAG_BIT_TEX3| \ FRAG_BIT_TEX4| \ FRAG_BIT_TEX5| \ FRAG_BIT_TEX6| \ FRAG_BIT_TEX7) /*@}*/ /** * Fragment program results */ typedef enum { FRAG_RESULT_DEPTH = 0, FRAG_RESULT_COLOR = 1, FRAG_RESULT_DATA0 = 2, FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) } gl_frag_result; /** * Indexes for all renderbuffers */ typedef enum { /* the four standard color buffers */ BUFFER_FRONT_LEFT, BUFFER_BACK_LEFT, BUFFER_FRONT_RIGHT, BUFFER_BACK_RIGHT, BUFFER_DEPTH, BUFFER_STENCIL, BUFFER_ACCUM, /* optional aux buffer */ BUFFER_AUX0, /* generic renderbuffers */ BUFFER_COLOR0, BUFFER_COLOR1, BUFFER_COLOR2, BUFFER_COLOR3, BUFFER_COLOR4, BUFFER_COLOR5, BUFFER_COLOR6, BUFFER_COLOR7, BUFFER_COUNT } gl_buffer_index; /** * Bit flags for all renderbuffers */ #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0) #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1) #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2) #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3) #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4) #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5) #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6) #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7) /** * Mask of all the color buffer bits (but not accum). */ #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \ BUFFER_BIT_BACK_LEFT | \ BUFFER_BIT_FRONT_RIGHT | \ BUFFER_BIT_BACK_RIGHT | \ BUFFER_BIT_AUX0 | \ BUFFER_BIT_COLOR0 | \ BUFFER_BIT_COLOR1 | \ BUFFER_BIT_COLOR2 | \ BUFFER_BIT_COLOR3 | \ BUFFER_BIT_COLOR4 | \ BUFFER_BIT_COLOR5 | \ BUFFER_BIT_COLOR6 | \ BUFFER_BIT_COLOR7) /** The pixel transfer path has three color tables: */ typedef enum { COLORTABLE_PRECONVOLUTION, COLORTABLE_POSTCONVOLUTION, COLORTABLE_POSTCOLORMATRIX, COLORTABLE_MAX } gl_colortable_index; /** * Data structure for color tables */ struct gl_color_table { GLenum InternalFormat; /**< The user-specified format */ GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */ GLuint Size; /**< number of entries in table */ GLfloat *TableF; /**< Color table, floating point values */ GLubyte *TableUB; /**< Color table, ubyte values */ GLubyte RedSize; GLubyte GreenSize; GLubyte BlueSize; GLubyte AlphaSize; GLubyte LuminanceSize; GLubyte IntensitySize; }; /** * \name Bit flags used for updating material values. */ /*@{*/ #define MAT_ATTRIB_FRONT_AMBIENT 0 #define MAT_ATTRIB_BACK_AMBIENT 1 #define MAT_ATTRIB_FRONT_DIFFUSE 2 #define MAT_ATTRIB_BACK_DIFFUSE 3 #define MAT_ATTRIB_FRONT_SPECULAR 4 #define MAT_ATTRIB_BACK_SPECULAR 5 #define MAT_ATTRIB_FRONT_EMISSION 6 #define MAT_ATTRIB_BACK_EMISSION 7 #define MAT_ATTRIB_FRONT_SHININESS 8 #define MAT_ATTRIB_BACK_SHININESS 9 #define MAT_ATTRIB_FRONT_INDEXES 10 #define MAT_ATTRIB_BACK_INDEXES 11 #define MAT_ATTRIB_MAX 12 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) #define MAT_INDEX_AMBIENT 0 #define MAT_INDEX_DIFFUSE 1 #define MAT_INDEX_SPECULAR 2 #define MAT_BIT_FRONT_AMBIENT (1< ) */ GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */ GLfloat _VP_inf_spot_attenuation; GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */ GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */ GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */ GLfloat _MatSpecular[2][3]; /**< material spec * light specular */ GLfloat _dli; /**< CI diffuse light intensity */ GLfloat _sli; /**< CI specular light intensity */ /*@}*/ }; /** * Light model state. */ struct gl_lightmodel { GLfloat Ambient[4]; /**< ambient color */ GLboolean LocalViewer; /**< Local (or infinite) view point? */ GLboolean TwoSide; /**< Two (or one) sided lighting? */ GLenum ColorControl; /**< either GL_SINGLE_COLOR * or GL_SEPARATE_SPECULAR_COLOR */ }; /** * Material state. */ struct gl_material { GLfloat Attrib[MAT_ATTRIB_MAX][4]; }; /** * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT) */ struct gl_accum_attrib { GLfloat ClearColor[4]; /**< Accumulation buffer clear color */ }; /** * Color buffer attribute group (GL_COLOR_BUFFER_BIT). */ struct gl_colorbuffer_attrib { GLuint ClearIndex; /**< Index to use for glClear */ GLclampf ClearColor[4]; /**< Color to use for glClear */ GLuint IndexMask; /**< Color index write mask */ GLubyte ColorMask[4]; /**< Each flag is 0xff or 0x0 */ GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */ /** * \name alpha testing */ /*@{*/ GLboolean AlphaEnabled; /**< Alpha test enabled flag */ GLenum AlphaFunc; /**< Alpha test function */ GLclampf AlphaRef; /**< Alpha reference value */ /*@}*/ /** * \name Blending */ /*@{*/ GLboolean BlendEnabled; /**< Blending enabled flag */ GLenum BlendSrcRGB; /**< Blending source operator */ GLenum BlendDstRGB; /**< Blending destination operator */ GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */ GLenum BlendDstA; /**< GL_INGR_blend_func_separate */ GLenum BlendEquationRGB; /**< Blending equation */ GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */ GLfloat BlendColor[4]; /**< Blending color */ /*@}*/ /** * \name Logic op */ /*@{*/ GLenum LogicOp; /**< Logic operator */ GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */ /*@}*/ GLboolean DitherFlag; /**< Dither enable flag */ GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ }; /** * Current attribute group (GL_CURRENT_BIT). */ struct gl_current_attrib { /** * \name Current vertex attributes. * \note Values are valid only after FLUSH_VERTICES has been called. * \note Index and Edgeflag current values are stored as floats in the * SIX and SEVEN attribute slots. */ GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */ /** * \name Current raster position attributes (always valid). * \note This set of attributes is very similar to the SWvertex struct. */ /*@{*/ GLfloat RasterPos[4]; GLfloat RasterDistance; GLfloat RasterColor[4]; GLfloat RasterSecondaryColor[4]; GLfloat RasterIndex; GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4]; GLboolean RasterPosValid; /*@}*/ }; /** * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). */ struct gl_depthbuffer_attrib { GLenum Func; /**< Function for depth buffer compare */ GLclampd Clear; /**< Value to clear depth buffer to */ GLboolean Test; /**< Depth buffering enabled flag */ GLboolean Mask; /**< Depth buffer writable? */ GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ }; /** * Evaluator attribute group (GL_EVAL_BIT). */ struct gl_eval_attrib { /** * \name Enable bits */ /*@{*/ GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ GLboolean AutoNormal; /*@}*/ /** * \name Map Grid endpoints and divisions and calculated du values */ /*@{*/ GLint MapGrid1un; GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; GLint MapGrid2un, MapGrid2vn; GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; /*@}*/ }; /** * Fog attribute group (GL_FOG_BIT). */ struct gl_fog_attrib { GLboolean Enabled; /**< Fog enabled flag */ GLfloat Color[4]; /**< Fog color */ GLfloat Density; /**< Density >= 0.0 */ GLfloat Start; /**< Start distance in eye coords */ GLfloat End; /**< End distance in eye coords */ GLfloat Index; /**< Fog index */ GLenum Mode; /**< Fog mode */ GLboolean ColorSumEnabled; GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */ }; /** * Hint attribute group (GL_HINT_BIT). * * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. */ struct gl_hint_attrib { GLenum PerspectiveCorrection; GLenum PointSmooth; GLenum LineSmooth; GLenum PolygonSmooth; GLenum Fog; GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */ GLenum TextureCompression; /**< GL_ARB_texture_compression */ GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */ GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */ }; /** * Histogram attributes. */ struct gl_histogram_attrib { GLuint Width; /**< number of table entries */ GLint Format; /**< GL_ALPHA, GL_RGB, etc */ GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */ GLboolean Sink; /**< terminate image transfer? */ GLubyte RedSize; /**< Bits per counter */ GLubyte GreenSize; GLubyte BlueSize; GLubyte AlphaSize; GLubyte LuminanceSize; }; /** * Color Min/max state. */ struct gl_minmax_attrib { GLenum Format; GLboolean Sink; GLfloat Min[4], Max[4]; /**< RGBA */ }; /** * Image convolution state. */ struct gl_convolution_attrib { GLenum Format; GLenum InternalFormat; GLuint Width; GLuint Height; GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4]; }; /** * Light state flags. */ /*@{*/ #define LIGHT_SPOT 0x1 #define LIGHT_LOCAL_VIEWER 0x2 #define LIGHT_POSITIONAL 0x4 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) /*@}*/ /** * Lighting attribute group (GL_LIGHT_BIT). */ struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ struct gl_lightmodel Model; /**< Lighting model */ /** * Must flush FLUSH_VERTICES before referencing: */ /*@{*/ struct gl_material Material; /**< Includes front & back values */ /*@}*/ GLboolean Enabled; /**< Lighting enabled flag */ GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ GLboolean ColorMaterialEnabled; GLenum ClampVertexColor; struct gl_light EnabledList; /**< List sentinel */ /** * Derived state for optimizations: */ /*@{*/ GLboolean _NeedEyeCoords; GLboolean _NeedVertices; /**< Use fast shader? */ GLbitfield _Flags; /**< LIGHT_* flags, see above */ GLfloat _BaseColor[2][3]; /*@}*/ }; /** * Line attribute group (GL_LINE_BIT). */ struct gl_line_attrib { GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */ GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */ GLushort StipplePattern; /**< Stipple pattern */ GLint StippleFactor; /**< Stipple repeat factor */ GLfloat Width; /**< Line width */ }; /** * Display list attribute group (GL_LIST_BIT). */ struct gl_list_attrib { GLuint ListBase; }; /** * Used by device drivers to hook new commands into display lists. */ struct gl_list_instruction { GLuint Size; void (*Execute)( GLcontext *ctx, void *data ); void (*Destroy)( GLcontext *ctx, void *data ); void (*Print)( GLcontext *ctx, void *data ); }; #define MAX_DLIST_EXT_OPCODES 16 /** * Used by device drivers to hook new commands into display lists. */ struct gl_list_extensions { struct gl_list_instruction Opcode[MAX_DLIST_EXT_OPCODES]; GLuint NumOpcodes; }; /** * Multisample attribute group (GL_MULTISAMPLE_BIT). */ struct gl_multisample_attrib { GLboolean Enabled; GLboolean _Enabled; /**< true if Enabled and multisample buffer */ GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLfloat SampleCoverageValue; GLboolean SampleCoverageInvert; }; /** * A pixelmap (see glPixelMap) */ struct gl_pixelmap { GLint Size; GLfloat Map[MAX_PIXEL_MAP_TABLE]; GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */ }; /** * Collection of all pixelmaps */ struct gl_pixelmaps { struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */ struct gl_pixelmap GtoG; struct gl_pixelmap BtoB; struct gl_pixelmap AtoA; struct gl_pixelmap ItoR; struct gl_pixelmap ItoG; struct gl_pixelmap ItoB; struct gl_pixelmap ItoA; struct gl_pixelmap ItoI; struct gl_pixelmap StoS; }; /** * Pixel attribute group (GL_PIXEL_MODE_BIT). */ struct gl_pixel_attrib { GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ /*--- Begin Pixel Transfer State ---*/ /* Fields are in the order in which they're applied... */ /** Scale & Bias (index shift, offset) */ /*@{*/ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLint IndexShift, IndexOffset; /*@}*/ /* Pixel Maps */ /* Note: actual pixel maps are not part of this attrib group */ GLboolean MapColorFlag; GLboolean MapStencilFlag; /* There are multiple color table stages: */ GLboolean ColorTableEnabled[COLORTABLE_MAX]; GLfloat ColorTableScale[COLORTABLE_MAX][4]; /**< RGBA */ GLfloat ColorTableBias[COLORTABLE_MAX][4]; /**< RGBA */ /* Convolution (GL_EXT_convolution) */ GLboolean Convolution1DEnabled; GLboolean Convolution2DEnabled; GLboolean Separable2DEnabled; GLfloat ConvolutionBorderColor[3][4]; /**< RGBA */ GLenum ConvolutionBorderMode[3]; GLfloat ConvolutionFilterScale[3][4]; /**< RGBA */ GLfloat ConvolutionFilterBias[3][4]; /**< RGBA */ GLfloat PostConvolutionScale[4]; /**< RGBA */ GLfloat PostConvolutionBias[4]; /**< RGBA */ /* Color matrix (GL_SGI_color_matrix) */ /* Note: the color matrix is not part of this attrib group */ GLfloat PostColorMatrixScale[4]; /**< RGBA */ GLfloat PostColorMatrixBias[4]; /**< RGBA */ /* Histogram & minmax (GL_EXT_histogram) */ /* Note: histogram and minmax data are not part of this attrib group */ GLboolean HistogramEnabled; GLboolean MinMaxEnabled; /*--- End Pixel Transfer State ---*/ /** glPixelZoom */ GLfloat ZoomX, ZoomY; /** GL_SGI_texture_color_table */ GLfloat TextureColorTableScale[4]; /**< RGBA */ GLfloat TextureColorTableBias[4]; /**< RGBA */ }; /** * Point attribute group (GL_POINT_BIT). */ struct gl_point_attrib { GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ GLfloat Size; /**< User-specified point size */ GLfloat Params[3]; /**< GL_EXT_point_parameters */ GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ GLfloat Threshold; /**< GL_EXT_point_parameters */ GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /**< GL_ARB_point_sprite */ GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ }; /** * Polygon attribute group (GL_POLYGON_BIT). */ struct gl_polygon_attrib { GLenum FrontFace; /**< Either GL_CW or GL_CCW */ GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ GLboolean CullFlag; /**< Culling on/off flag */ GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */ GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */ GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */ GLfloat OffsetFactor; /**< Polygon offset factor, from user */ GLfloat OffsetUnits; /**< Polygon offset units, from user */ GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ GLboolean OffsetLine; /**< Offset in GL_LINE mode */ GLboolean OffsetFill; /**< Offset in GL_FILL mode */ }; /** * Scissor attributes (GL_SCISSOR_BIT). */ struct gl_scissor_attrib { GLboolean Enabled; /**< Scissor test enabled? */ GLint X, Y; /**< Lower left corner of box */ GLsizei Width, Height; /**< Size of box */ }; /** * Stencil attribute group (GL_STENCIL_BUFFER_BIT). * * Three sets of stencil data are tracked so that OpenGL 2.0, * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported * simultaneously. In each of the stencil state arrays, element 0 corresponds * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 / * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the * GL_EXT_stencil_two_side GL_BACK state. * * The derived value \c _BackFace is either 1 or 2 depending on whether or * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled. * * The derived value \c _TestTwoSide is set when the front-face and back-face * stencil state are different. */ struct gl_stencil_attrib { GLboolean Enabled; /**< Enabled flag */ GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */ GLboolean _Enabled; /**< Enabled and stencil buffer present */ GLboolean _TestTwoSide; GLubyte _BackFace; /**< Current back stencil state (1 or 2) */ GLenum Function[3]; /**< Stencil function */ GLenum FailFunc[3]; /**< Fail function */ GLenum ZPassFunc[3]; /**< Depth buffer pass function */ GLenum ZFailFunc[3]; /**< Depth buffer fail function */ GLint Ref[3]; /**< Reference value */ GLuint ValueMask[3]; /**< Value mask */ GLuint WriteMask[3]; /**< Write mask */ GLuint Clear; /**< Clear value */ }; /** * An index for each type of texture object. These correspond to the GL * target target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. * Note: the order is from highest priority to lowest priority. */ typedef enum { TEXTURE_2D_ARRAY_INDEX, TEXTURE_1D_ARRAY_INDEX, TEXTURE_CUBE_INDEX, TEXTURE_3D_INDEX, TEXTURE_RECT_INDEX, TEXTURE_2D_INDEX, TEXTURE_1D_INDEX, NUM_TEXTURE_TARGETS } gl_texture_index; /** * Bit flags for each type of texture object * Used for Texture.Unit[]._ReallyEnabled flags. */ /*@{*/ #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) /*@}*/ /** * TexGenEnabled flags. */ /*@{*/ #define S_BIT 1 #define T_BIT 2 #define R_BIT 4 #define Q_BIT 8 /*@}*/ /** * Bit flag versions of the corresponding GL_ constants. */ /*@{*/ #define TEXGEN_SPHERE_MAP 0x1 #define TEXGEN_OBJ_LINEAR 0x2 #define TEXGEN_EYE_LINEAR 0x4 #define TEXGEN_REFLECTION_MAP_NV 0x8 #define TEXGEN_NORMAL_MAP_NV 0x10 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV) #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV | \ TEXGEN_EYE_LINEAR) /*@}*/ /** Tex-gen enabled for texture unit? */ #define ENABLE_TEXGEN(unit) (1 << (unit)) /** Non-identity texture matrix for texture unit? */ #define ENABLE_TEXMAT(unit) (1 << (unit)) /** * Texel fetch function prototype. We use texel fetch functions to * extract RGBA, color indexes and depth components out of 1D, 2D and 3D * texture images. These functions help to isolate us from the gritty * details of all the various texture image encodings. * * \param texImage texture image. * \param col texel column. * \param row texel row. * \param img texel image level/layer. * \param texelOut output texel (up to 4 GLchans) */ typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage, GLint col, GLint row, GLint img, GLchan *texelOut ); /** * As above, but returns floats. * Used for depth component images and for upcoming signed/float * texture images. */ typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage, GLint col, GLint row, GLint img, GLfloat *texelOut ); typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage, GLint col, GLint row, GLint img, const void *texel); /** * This macro defines the (many) parameters to the texstore functions. * \param dims either 1 or 2 or 3 * \param baseInternalFormat user-specified base internal format * \param dstFormat destination Mesa texture format * \param dstAddr destination image address * \param dstX/Y/Zoffset destination x/y/z offset (ala TexSubImage), in texels * \param dstRowStride destination image row stride, in bytes * \param dstImageOffsets offset of each 2D slice within 3D texture, in texels * \param srcWidth/Height/Depth source image size, in pixels * \param srcFormat incoming image format * \param srcType incoming image data type * \param srcAddr source image address * \param srcPacking source image packing parameters */ #define TEXSTORE_PARAMS \ GLcontext *ctx, GLuint dims, \ GLenum baseInternalFormat, \ const struct gl_texture_format *dstFormat, \ GLvoid *dstAddr, \ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset, \ GLint dstRowStride, const GLuint *dstImageOffsets, \ GLint srcWidth, GLint srcHeight, GLint srcDepth, \ GLenum srcFormat, GLenum srcType, \ const GLvoid *srcAddr, \ const struct gl_pixelstore_attrib *srcPacking /** * Texture image storage function. */ typedef GLboolean (*StoreTexImageFunc)(TEXSTORE_PARAMS); /** * Texture format record */ struct gl_texture_format { GLint MesaFormat; /**< One of the MESA_FORMAT_* values */ GLenum BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_COLOR_INDEX or * GL_DEPTH_COMPONENT. */ GLenum DataType; /**< GL_FLOAT or GL_UNSIGNED_NORMALIZED_ARB */ /** * Bits per texel component. These are just rough approximations * for compressed texture formats. */ /*@{*/ GLubyte RedBits; GLubyte GreenBits; GLubyte BlueBits; GLubyte AlphaBits; GLubyte LuminanceBits; GLubyte IntensityBits; GLubyte IndexBits; GLubyte DepthBits; GLubyte StencilBits; /**< GL_EXT_packed_depth_stencil */ /*@}*/ GLuint TexelBytes; /**< Bytes per texel, 0 if compressed format */ StoreTexImageFunc StoreImage; /** * \name Texel fetch function pointers */ /*@{*/ FetchTexelFuncC FetchTexel1D; FetchTexelFuncC FetchTexel2D; FetchTexelFuncC FetchTexel3D; FetchTexelFuncF FetchTexel1Df; FetchTexelFuncF FetchTexel2Df; FetchTexelFuncF FetchTexel3Df; /*@}*/ StoreTexelFunc StoreTexel; }; /** * Texture image state. Describes the dimensions of a texture image, * the texel format and pointers to Texel Fetch functions. */ struct gl_texture_image { GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_COLOR_INDEX, * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT * only. Used for choosing TexEnv arithmetic. */ GLint InternalFormat; /**< Internal format as given by the user */ GLuint Border; /**< 0 or 1 */ GLuint Width; /**< = 2^WidthLog2 + 2*Border */ GLuint Height; /**< = 2^HeightLog2 + 2*Border */ GLuint Depth; /**< = 2^DepthLog2 + 2*Border */ GLuint Width2; /**< = Width - 2*Border */ GLuint Height2; /**< = Height - 2*Border */ GLuint Depth2; /**< = Depth - 2*Border */ GLuint WidthLog2; /**< = log2(Width2) */ GLuint HeightLog2; /**< = log2(Height2) */ GLuint DepthLog2; /**< = log2(Depth2) */ GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */ GLfloat WidthScale; /**< used for mipmap LOD computation */ GLfloat HeightScale; /**< used for mipmap LOD computation */ GLfloat DepthScale; /**< used for mipmap LOD computation */ GLboolean IsClientData; /**< Data owned by client? */ GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */ const struct gl_texture_format *TexFormat; struct gl_texture_object *TexObject; /**< Pointer back to parent object */ FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */ FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */ GLboolean IsCompressed; /**< GL_ARB_texture_compression */ GLuint CompressedSize; /**< GL_ARB_texture_compression */ GLuint RowStride; /**< Padded width in units of texels */ GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to each 2D slice in 'Data', in texels */ GLvoid *Data; /**< Image data, accessed via FetchTexel() */ /** * \name For device driver: */ /*@{*/ void *DriverData; /**< Arbitrary device driver data */ /*@}*/ }; /** * Indexes for cube map faces. */ typedef enum { FACE_POS_X = 0, FACE_NEG_X = 1, FACE_POS_Y = 2, FACE_NEG_Y = 3, FACE_POS_Z = 4, FACE_NEG_Z = 5, MAX_FACES = 6 } gl_face_index; /** * Texture object state. Contains the array of mipmap images, border color, * wrap modes, filter modes, shadow/texcompare state, and the per-texture * color palette. */ struct gl_texture_object { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< reference count */ GLuint Name; /**< the user-visible texture object ID */ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ GLfloat Priority; /**< in [0,1] */ GLfloat BorderColor[4]; /**< unclamped */ GLenum WrapS; /**< S-axis texture image wrap mode */ GLenum WrapT; /**< T-axis texture image wrap mode */ GLenum WrapR; /**< R-axis texture image wrap mode */ GLenum MinFilter; /**< minification filter */ GLenum MagFilter; /**< magnification filter */ GLfloat MinLod; /**< min lambda, OpenGL 1.2 */ GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */ GLfloat LodBias; /**< OpenGL 1.4 */ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ GLenum CompareMode; /**< GL_ARB_shadow */ GLenum CompareFunc; /**< GL_ARB_shadow */ GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */ GLenum DepthMode; /**< GL_ARB_depth_texture */ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */ GLint CropRect[4]; /**< GL_OES_draw_texture */ GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */ GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */ GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */ GLboolean _Complete; /**< Is texture object complete? */ GLboolean _RenderToTexture; /**< Any rendering to this texture? */ /** Actual texture images, indexed by [cube face] and [mipmap level] */ struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; /** GL_EXT_paletted_texture */ struct gl_color_table Palette; /** * \name For device driver. * Note: instead of attaching driver data to this pointer, it's preferable * to instead use this struct as a base class for your own texture object * class. Driver->NewTextureObject() can be used to implement the * allocation. */ void *DriverData; /**< Arbitrary device driver data */ }; /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */ #define MAX_COMBINER_TERMS 4 /** * Texture combine environment state. */ struct gl_tex_env_combine_state { GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */ GLenum SourceRGB[MAX_COMBINER_TERMS]; GLenum SourceA[MAX_COMBINER_TERMS]; /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */ GLenum OperandRGB[MAX_COMBINER_TERMS]; GLenum OperandA[MAX_COMBINER_TERMS]; GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ GLuint ScaleShiftA; /**< 0, 1 or 2 */ GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */ GLuint _NumArgsA; /**< Number of inputs used for the A combiner */ }; /** * Texture coord generation state. */ struct gl_texgen { GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */ GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */ GLfloat ObjectPlane[4]; GLfloat EyePlane[4]; }; /** * Texture unit state. Contains enable flags, texture environment/function/ * combiners, texgen state, pointers to current texture objects and * post-filter color tables. */ struct gl_texture_unit { GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */ GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ GLfloat EnvColor[4]; struct gl_texgen GenS; struct gl_texgen GenT; struct gl_texgen GenR; struct gl_texgen GenQ; GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ GLfloat LodBias; /**< for biasing mipmap levels */ GLenum BumpTarget; GLfloat RotMatrix[4]; /* 2x2 matrix */ /** * \name GL_EXT_texture_env_combine */ struct gl_tex_env_combine_state Combine; /** * Derived state based on \c EnvMode and the \c BaseFormat of the * currently enabled texture. */ struct gl_tex_env_combine_state _EnvMode; /** * Currently enabled combiner state. This will point to either * \c Combine or \c _EnvMode. */ struct gl_tex_env_combine_state *_CurrentCombine; /** Current texture object pointers */ struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS]; /** Points to highest priority, complete and enabled texture object */ struct gl_texture_object *_Current; /** GL_SGI_texture_color_table */ /*@{*/ struct gl_color_table ColorTable; struct gl_color_table ProxyColorTable; GLboolean ColorTableEnabled; /*@}*/ }; /** * Texture attribute group (GL_TEXTURE_BIT). */ struct gl_texture_attrib { GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */ struct gl_texture_unit Unit[MAX_TEXTURE_UNITS]; struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; /** GL_EXT_shared_texture_palette */ GLboolean SharedPalette; struct gl_color_table Palette; /** Texture units/samplers used by vertex or fragment texturing */ GLbitfield _EnabledUnits; /** Texture coord units/sets used for fragment texturing */ GLbitfield _EnabledCoordUnits; /** Texture coord units that have texgen enabled */ GLbitfield _TexGenEnabled; /** Texture coord units that have non-identity matrices */ GLbitfield _TexMatEnabled; /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ GLbitfield _GenFlags; }; /** * Transformation attribute group (GL_TRANSFORM_BIT). */ struct gl_transform_attrib { GLenum MatrixMode; /**< Matrix mode */ GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */ GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */ GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ GLboolean Normalize; /**< Normalize all normals? */ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */ GLfloat CullEyePos[4]; GLfloat CullObjPos[4]; }; /** * Viewport attribute group (GL_VIEWPORT_BIT). */ struct gl_viewport_attrib { GLint X, Y; /**< position */ GLsizei Width, Height; /**< size */ GLfloat Near, Far; /**< Depth buffer range */ GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ }; /** * GL_ARB_vertex/pixel_buffer_object buffer object */ struct gl_buffer_object { GLint RefCount; GLuint Name; GLenum Usage; GLenum Access; GLvoid *Pointer; /**< Only valid while buffer is mapped */ GLintptr Offset; /**< mapped offset */ GLsizeiptr Length; /**< mapped length */ GLsizeiptrARB Size; /**< Size of storage in bytes */ GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ GLboolean OnCard; /**< Is buffer in VRAM? (hardware drivers) */ }; /** * Client pixel packing/unpacking attributes */ struct gl_pixelstore_attrib { GLint Alignment; GLint RowLength; GLint SkipPixels; GLint SkipRows; GLint ImageHeight; GLint SkipImages; GLboolean SwapBytes; GLboolean LsbFirst; GLboolean ClientStorage; /**< GL_APPLE_client_storage */ GLboolean Invert; /**< GL_MESA_pack_invert */ struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ }; /** * Client vertex array attributes */ struct gl_client_array { GLint Size; /**< components per element (1,2,3,4) */ GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */ GLsizei Stride; /**< user-specified stride */ GLsizei StrideB; /**< actual stride in bytes */ const GLubyte *Ptr; /**< Points to array data */ GLboolean Enabled; /**< Enabled flag is a boolean */ GLboolean Normalized; /**< GL_ARB_vertex_program */ /**< GL_ARB_vertex_buffer_object */ struct gl_buffer_object *BufferObj; GLuint _MaxElement; }; /** * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object * extension, but a nice encapsulation in any case. */ struct gl_array_object { /** Name of the array object as received from glGenVertexArrayAPPLE. */ GLuint Name; GLint RefCount; _glthread_Mutex Mutex; /** Conventional vertex arrays */ /*@{*/ struct gl_client_array Vertex; struct gl_client_array Normal; struct gl_client_array Color; struct gl_client_array SecondaryColor; struct gl_client_array FogCoord; struct gl_client_array Index; struct gl_client_array EdgeFlag; struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS]; struct gl_client_array PointSize; /*@}*/ /** Generic arrays for vertex programs/shaders */ struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX]; /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */ GLbitfield _Enabled; }; /** * Vertex array state */ struct gl_array_attrib { struct gl_array_object *ArrayObj; struct gl_array_object *DefaultArrayObj; GLint ActiveTexture; /**< Client Active Texture */ GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */ #if FEATURE_ARB_vertex_buffer_object struct gl_buffer_object *NullBufferObj; struct gl_buffer_object *ArrayBufferObj; struct gl_buffer_object *ElementArrayBufferObj; #endif GLuint _MaxElement; /* Min of all enabled array's maxes */ }; /** * Feedback buffer state */ struct gl_feedback { GLenum Type; GLbitfield _Mask; /**< FB_* bits */ GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; /** * Selection buffer state */ struct gl_selection { GLuint *Buffer; /**< selection buffer */ GLuint BufferSize; /**< size of the selection buffer */ GLuint BufferCount; /**< number of values in the selection buffer */ GLuint Hits; /**< number of records in the selection buffer */ GLuint NameStackDepth; /**< name stack depth */ GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */ GLboolean HitFlag; /**< hit flag */ GLfloat HitMinZ; /**< minimum hit depth */ GLfloat HitMaxZ; /**< maximum hit depth */ }; /** * 1-D Evaluator control points */ struct gl_1d_map { GLuint Order; /**< Number of control points */ GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */ GLfloat *Points; /**< Points to contiguous control points */ }; /** * 2-D Evaluator control points */ struct gl_2d_map { GLuint Uorder; /**< Number of control points in U dimension */ GLuint Vorder; /**< Number of control points in V dimension */ GLfloat u1, u2, du; GLfloat v1, v2, dv; GLfloat *Points; /**< Points to contiguous control points */ }; /** * All evaluator control point state */ struct gl_evaluators { /** * \name 1-D maps */ /*@{*/ struct gl_1d_map Map1Vertex3; struct gl_1d_map Map1Vertex4; struct gl_1d_map Map1Index; struct gl_1d_map Map1Color4; struct gl_1d_map Map1Normal; struct gl_1d_map Map1Texture1; struct gl_1d_map Map1Texture2; struct gl_1d_map Map1Texture3; struct gl_1d_map Map1Texture4; struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */ /*@}*/ /** * \name 2-D maps */ /*@{*/ struct gl_2d_map Map2Vertex3; struct gl_2d_map Map2Vertex4; struct gl_2d_map Map2Index; struct gl_2d_map Map2Color4; struct gl_2d_map Map2Normal; struct gl_2d_map Map2Texture1; struct gl_2d_map Map2Texture2; struct gl_2d_map Map2Texture3; struct gl_2d_map Map2Texture4; struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */ /*@}*/ }; /** * Names of the various vertex/fragment program register files, etc. * * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c) * All values should fit in a 4-bit field. * * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM, * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to * be "uniform" variables since they can only be set outside glBegin/End. * They're also all stored in the same Parameters array. */ typedef enum { PROGRAM_TEMPORARY, /**< machine->Temporary[] */ PROGRAM_INPUT, /**< machine->Inputs[] */ PROGRAM_OUTPUT, /**< machine->Outputs[] */ PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */ PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */ PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */ PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */ PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */ PROGRAM_CONSTANT, /**< gl_program->Parameters[] */ PROGRAM_UNIFORM, /**< gl_program->Parameters[] */ PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */ PROGRAM_ADDRESS, /**< machine->AddressReg */ PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */ PROGRAM_UNDEFINED, /**< Invalid/TBD value */ PROGRAM_FILE_MAX } gl_register_file; /** Vertex and fragment instructions */ struct prog_instruction; struct gl_program_parameter_list; struct gl_uniform_list; /** * Base class for any kind of program object */ struct gl_program { GLuint Id; GLubyte *String; /**< Null-terminated program text */ GLint RefCount; GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */ GLenum Format; /**< String encoding format */ GLboolean Resident; struct prog_instruction *Instructions; GLbitfield InputsRead; /**< Bitmask of which input regs are read */ GLbitfield OutputsWritten; /**< Bitmask of which output regs are written to */ GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */ GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */ GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */ GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */ GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */ /** Named parameters, constants, etc. from program text */ struct gl_program_parameter_list *Parameters; /** Numbered local parameters */ GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4]; /** Vertex/fragment shader varying vars */ struct gl_program_parameter_list *Varying; /** Vertex program user-defined attributes */ struct gl_program_parameter_list *Attributes; /** Map from sampler unit to texture unit (set by glUniform1i()) */ GLubyte SamplerUnits[MAX_SAMPLERS]; /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ GLubyte SamplerTargets[MAX_SAMPLERS]; /** Logical counts */ /*@{*/ GLuint NumInstructions; GLuint NumTemporaries; GLuint NumParameters; GLuint NumAttributes; GLuint NumAddressRegs; GLuint NumAluInstructions; GLuint NumTexInstructions; GLuint NumTexIndirections; /*@}*/ /** Native, actual h/w counts */ /*@{*/ GLuint NumNativeInstructions; GLuint NumNativeTemporaries; GLuint NumNativeParameters; GLuint NumNativeAttributes; GLuint NumNativeAddressRegs; GLuint NumNativeAluInstructions; GLuint NumNativeTexInstructions; GLuint NumNativeTexIndirections; /*@}*/ }; /** Vertex program object */ struct gl_vertex_program { struct gl_program Base; /**< base class */ GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */ GLboolean IsPositionInvariant; void *TnlData; /**< should probably use Base.DriverData */ }; /** Fragment program object */ struct gl_fragment_program { struct gl_program Base; /**< base class */ GLenum FogOption; GLboolean UsesKill; /**< shader uses KIL instruction */ GLboolean UsesPointCoord; /**< shader uses gl_PointCoord */ GLboolean UsesFrontFacing; /**< shader used gl_FrontFacing */ GLboolean UsesFogFragCoord; /**< shader used gl_FogFragCoord */ }; /** * State common to vertex and fragment programs. */ struct gl_program_state { GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */ const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */ }; /** * Context state for vertex programs. */ struct gl_vertex_program_state { GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */ GLboolean _Enabled; /**< Enabled and _valid_ user program? */ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */ struct gl_vertex_program *Current; /**< User-bound vertex program */ /** Currently enabled and valid vertex program (including internal * programs, user-defined vertex programs and GLSL vertex shaders). * This is the program we must use when rendering. */ struct gl_vertex_program *_Current; GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ /* For GL_NV_vertex_program only: */ GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4]; GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4]; /** Should fixed-function T&L be implemented with a vertex prog? */ GLboolean _MaintainTnlProgram; /** Program to emulate fixed-function T&L (see above) */ struct gl_vertex_program *_TnlProgram; /** Cache of fixed-function programs */ struct gl_program_cache *Cache; GLboolean _Overriden; }; /** * Context state for fragment programs. */ struct gl_fragment_program_state { GLboolean Enabled; /**< User-set fragment program enable flag */ GLboolean _Enabled; /**< Enabled and _valid_ user program? */ struct gl_fragment_program *Current; /**< User-bound fragment program */ /** Currently enabled and valid fragment program (including internal * programs, user-defined fragment programs and GLSL fragment shaders). * This is the program we must use when rendering. */ struct gl_fragment_program *_Current; GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ /** Should fixed-function texturing be implemented with a fragment prog? */ GLboolean _MaintainTexEnvProgram; /** Program to emulate fixed-function texture env/combine (see above) */ struct gl_fragment_program *_TexEnvProgram; /** Cache of fixed-function programs */ struct gl_program_cache *Cache; }; /** * ATI_fragment_shader runtime state */ #define ATI_FS_INPUT_PRIMARY 0 #define ATI_FS_INPUT_SECONDARY 1 struct atifs_instruction; struct atifs_setupinst; /** * ATI fragment shader */ struct ati_fragment_shader { GLuint Id; GLint RefCount; struct atifs_instruction *Instructions[2]; struct atifs_setupinst *SetupInst[2]; GLfloat Constants[8][4]; GLbitfield LocalConstDef; /** Indicates which constants have been set */ GLubyte numArithInstr[2]; GLubyte regsAssigned[2]; GLubyte NumPasses; /** 1 or 2 */ GLubyte cur_pass; GLubyte last_optype; GLboolean interpinp1; GLboolean isValid; GLuint swizzlerq; }; /** * Context state for GL_ATI_fragment_shader */ struct gl_ati_fragment_shader_state { GLboolean Enabled; GLboolean _Enabled; /** enabled and valid shader? */ GLboolean Compiling; GLfloat GlobalConstants[8][4]; struct ati_fragment_shader *Current; }; /** * Occlusion/timer query object. */ struct gl_query_object { GLenum Target; /**< The query target, when active */ GLuint Id; /**< hash table ID/name */ GLuint64EXT Result; /**< the counter */ GLboolean Active; /**< inside Begin/EndQuery */ GLboolean Ready; /**< result is ready? */ }; /** * Context state for query objects. */ struct gl_query_state { struct _mesa_HashTable *QueryObjects; struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ }; /** Set by #pragma directives */ struct gl_sl_pragmas { GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */ GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */ GLboolean Optimize; /**< defaults on */ GLboolean Debug; /**< defaults off */ }; /** * A GLSL vertex or fragment shader object. */ struct gl_shader { GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER (first field!) */ GLuint Name; /**< AKA the handle */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; GLboolean CompileStatus; GLboolean Main; /**< shader defines main() */ GLboolean UnresolvedRefs; const GLchar *Source; /**< Source code string */ struct gl_program *Program; /**< Post-compile assembly code */ GLchar *InfoLog; struct gl_sl_pragmas Pragmas; }; /** * A GLSL program object. * Basically a linked collection of vertex and fragment shaders. */ struct gl_shader_program { GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ GLuint Name; /**< aka handle or ID */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; GLuint NumShaders; /**< number of attached shaders */ struct gl_shader **Shaders; /**< List of attached the shaders */ /** User-defined attribute bindings (glBindAttribLocation) */ struct gl_program_parameter_list *Attributes; /* post-link info: */ struct gl_vertex_program *VertexProgram; /**< Linked vertex program */ struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */ struct gl_uniform_list *Uniforms; struct gl_program_parameter_list *Varying; GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLchar *InfoLog; }; #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */ #define GLSL_LOG 0x2 /**< Write shaders to files */ #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */ #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */ #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */ /** * Context state for GLSL vertex/fragment shaders. */ struct gl_shader_state { struct gl_shader_program *CurrentProgram; /**< The user-bound program */ /** Driver-selectable options: */ GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */ GLboolean EmitCondCodes; /**< Use condition codes? */ GLboolean EmitComments; /**< Annotated instructions */ void *MemPool; GLbitfield Flags; /**< Mask of GLSL_x flags */ struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */ }; /** * State which can be shared by multiple contexts: */ struct gl_shared_state { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< Reference count */ struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ /** Default texture objects (shared by all texture units) */ struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS]; /** * \name Thread safety and statechange notification for texture * objects. * * \todo Improve the granularity of locking. */ /*@{*/ _glthread_Mutex TexMutex; /**< texobj thread safety */ GLuint TextureStateStamp; /**< state notification for shared tex */ /*@}*/ /** * \name Vertex/fragment programs */ /*@{*/ struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */ #if FEATURE_ARB_vertex_program struct gl_vertex_program *DefaultVertexProgram; #endif #if FEATURE_ARB_fragment_program struct gl_fragment_program *DefaultFragmentProgram; #endif /*@}*/ #if FEATURE_ATI_fragment_shader struct _mesa_HashTable *ATIShaders; struct ati_fragment_shader *DefaultFragmentShader; #endif #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object struct _mesa_HashTable *BufferObjects; #endif #if FEATURE_ARB_shader_objects /** Table of both gl_shader and gl_shader_program objects */ struct _mesa_HashTable *ShaderObjects; #endif #if FEATURE_EXT_framebuffer_object struct _mesa_HashTable *RenderBuffers; struct _mesa_HashTable *FrameBuffers; #endif /** Objects associated with the GL_APPLE_vertex_array_object extension. */ struct _mesa_HashTable *ArrayObjects; void *DriverData; /**< Device driver shared state */ }; /** * A renderbuffer stores colors or depth values or stencil values. * A framebuffer object will have a collection of these. * Data are read/written to the buffer with a handful of Get/Put functions. * * Instances of this object are allocated with the Driver's NewRenderbuffer * hook. Drivers will likely wrap this class inside a driver-specific * class to simulate inheritance. */ struct gl_renderbuffer { #define RB_MAGIC 0xaabbccdd int Magic; /** XXX TEMPORARY DEBUG INFO */ _glthread_Mutex Mutex; /**< for thread safety */ GLuint ClassID; /**< Useful for drivers */ GLuint Name; GLint RefCount; GLuint Width, Height; GLenum InternalFormat; /**< The user-specified format */ GLenum _ActualFormat; /**< The driver-chosen format */ GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or GL_STENCIL_INDEX. */ GLenum ColorEncoding; /**< GL_LINEAR or GL_SRGB */ GLenum ComponentType; /**< GL_FLOAT, GL_INT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED or GL_INDEX */ GLubyte RedBits; /**< Bits of red per pixel */ GLubyte GreenBits; GLubyte BlueBits; GLubyte AlphaBits; GLubyte IndexBits; GLubyte DepthBits; GLubyte StencilBits; GLubyte NumSamples; GLenum DataType; /**< Type of values passed to the Get/Put functions */ GLvoid *Data; /**< This may not be used by some kinds of RBs */ /* Used to wrap one renderbuffer around another: */ struct gl_renderbuffer *Wrapped; /* Delete this renderbuffer */ void (*Delete)(struct gl_renderbuffer *rb); /* Allocate new storage for this renderbuffer */ GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height); /* Lock/Unlock are called before/after calling the Get/Put functions. * Not sure this is the right place for these yet. void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb); void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb); */ /* Return a pointer to the element/pixel at (x,y). * Should return NULL if the buffer memory can't be directly addressed. */ void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb, GLint x, GLint y); /* Get/Read a row of values. * The values will be of format _BaseFormat and type DataType. */ void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, void *values); /* Get/Read values at arbitrary locations. * The values will be of format _BaseFormat and type DataType. */ void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], void *values); /* Put/Write a row of values. * The values will be of format _BaseFormat and type DataType. */ void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const void *values, const GLubyte *mask); /* Put/Write a row of RGB values. This is a special-case routine that's * only used for RGBA renderbuffers when the source data is GL_RGB. That's * a common case for glDrawPixels and some triangle routines. * The values will be of format GL_RGB and type DataType. */ void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const void *values, const GLubyte *mask); /* Put/Write a row of identical values. * The values will be of format _BaseFormat and type DataType. */ void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const void *value, const GLubyte *mask); /* Put/Write values at arbitrary locations. * The values will be of format _BaseFormat and type DataType. */ void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], const void *values, const GLubyte *mask); /* Put/Write identical values at arbitrary locations. * The values will be of format _BaseFormat and type DataType. */ void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], const void *value, const GLubyte *mask); }; /** * A renderbuffer attachment points to either a texture object (and specifies * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer. */ struct gl_renderbuffer_attachment { GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */ GLboolean Complete; /** * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the * application supplied renderbuffer object. */ struct gl_renderbuffer *Renderbuffer; /** * If \c Type is \c GL_TEXTURE, this stores a pointer to the application * supplied texture object. */ struct gl_texture_object *Texture; GLuint TextureLevel; /**< Attached mipmap level. */ GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */ GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D * and 2D array textures */ }; /** * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). * In C++ terms, think of this as a base class from which device drivers * will make derived classes. */ struct gl_framebuffer { _glthread_Mutex Mutex; /**< for thread safety */ /** * If zero, this is a window system framebuffer. If non-zero, this * is a FBO framebuffer; note that for some devices (i.e. those with * a natural pixel coordinate system for FBOs that differs from the * OpenGL/Mesa coordinate system), this means that the viewport, * polygon face orientation, and polygon stipple will have to be inverted. */ GLuint Name; GLint RefCount; GLboolean DeletePending; /** * The framebuffer's visual. Immutable if this is a window system buffer. * Computed from attachments if user-made FBO. */ GLvisual Visual; GLboolean Initialized; GLuint Width, Height; /**< size of frame buffer in pixels */ /** \name Drawing bounds (Intersection of buffer size and scissor box) */ /*@{*/ GLint _Xmin, _Xmax; /**< inclusive */ GLint _Ymin, _Ymax; /**< exclusive */ /*@}*/ /** \name Derived Z buffer stuff */ /*@{*/ GLuint _DepthMax; /**< Max depth buffer value */ GLfloat _DepthMaxF; /**< Float max depth buffer value */ GLfloat _MRD; /**< minimum resolvable difference in Z values */ /*@}*/ /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */ GLenum _Status; /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER * attribute group and GL_PIXEL attribute group, respectively. */ GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS]; GLenum ColorReadBuffer; /** Computed from ColorDraw/ReadBuffer above */ GLuint _NumColorDrawBuffers; GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */ GLint _ColorReadBufferIndex; /* -1 = None */ struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS]; struct gl_renderbuffer *_ColorReadBuffer; /** The Actual depth/stencil buffers to use. May be wrappers around the * depth/stencil buffers attached above. */ struct gl_renderbuffer *_DepthBuffer; struct gl_renderbuffer *_StencilBuffer; /** Delete this framebuffer */ void (*Delete)(struct gl_framebuffer *fb); }; /** * Limits for vertex and fragment programs. */ struct gl_program_constants { /* logical limits */ GLuint MaxInstructions; GLuint MaxAluInstructions; /* fragment programs only, for now */ GLuint MaxTexInstructions; /* fragment programs only, for now */ GLuint MaxTexIndirections; /* fragment programs only, for now */ GLuint MaxAttribs; GLuint MaxTemps; GLuint MaxAddressRegs; /* vertex program only, for now */ GLuint MaxParameters; GLuint MaxLocalParams; GLuint MaxEnvParams; /* native/hardware limits */ GLuint MaxNativeInstructions; GLuint MaxNativeAluInstructions; /* fragment programs only, for now */ GLuint MaxNativeTexInstructions; /* fragment programs only, for now */ GLuint MaxNativeTexIndirections; /* fragment programs only, for now */ GLuint MaxNativeAttribs; GLuint MaxNativeTemps; GLuint MaxNativeAddressRegs; /* vertex program only, for now */ GLuint MaxNativeParameters; /* For shaders */ GLuint MaxUniformComponents; }; /** * Constants which may be overridden by device driver during context creation * but are never changed after that. */ struct gl_constants { GLint MaxTextureLevels; /**< Max mipmap levels. */ GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */ GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */ GLint MaxArrayTextureLayers; /**< Max layers in array textures */ GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */ GLuint MaxTextureCoordUnits; GLuint MaxTextureImageUnits; GLuint MaxVertexTextureImageUnits; GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */ GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */ GLuint MaxArrayLockSize; GLint SubPixelBits; GLfloat MinPointSize, MaxPointSize; /**< aliased */ GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */ GLfloat PointSizeGranularity; GLfloat MinLineWidth, MaxLineWidth; /**< aliased */ GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */ GLfloat LineWidthGranularity; GLuint MaxColorTableSize; GLuint MaxConvolutionWidth; GLuint MaxConvolutionHeight; GLuint MaxClipPlanes; GLuint MaxLights; GLfloat MaxShininess; /**< GL_NV_light_max_exponent */ GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */ GLuint MaxViewportWidth, MaxViewportHeight; struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */ struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */ GLuint MaxProgramMatrices; GLuint MaxProgramMatrixStackDepth; /** vertex array / buffer object bounds checking */ GLboolean CheckArrayBounds; GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ GLenum ColorReadFormat; /**< GL_OES_read_format */ GLenum ColorReadType; /**< GL_OES_read_format */ GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */ GLuint MaxSamples; /**< GL_ARB_framebuffer_object */ GLuint MaxVarying; /**< Number of float[4] varying parameters */ GLbitfield SupportedBumpUnits; /**> units supporting GL_ATI_envmap_bumpmap as targets */ }; /** * Enable flag for each OpenGL extension. Different device drivers will * enable different extensions at runtime. */ struct gl_extensions { GLboolean dummy; /* don't remove this! */ GLboolean ARB_depth_texture; GLboolean ARB_draw_buffers; GLboolean ARB_fragment_program; GLboolean ARB_fragment_program_shadow; GLboolean ARB_fragment_shader; GLboolean ARB_framebuffer_object; GLboolean ARB_half_float_pixel; GLboolean ARB_imaging; GLboolean ARB_multisample; GLboolean ARB_multitexture; GLboolean ARB_occlusion_query; GLboolean ARB_point_sprite; GLboolean ARB_shader_objects; GLboolean ARB_shading_language_100; GLboolean ARB_shading_language_120; GLboolean ARB_shadow; GLboolean ARB_shadow_ambient; /* or GL_ARB_shadow_ambient */ GLboolean ARB_texture_border_clamp; GLboolean ARB_texture_compression; GLboolean ARB_texture_cube_map; GLboolean ARB_texture_env_combine; GLboolean ARB_texture_env_crossbar; GLboolean ARB_texture_env_dot3; GLboolean ARB_texture_float; GLboolean ARB_texture_mirrored_repeat; GLboolean ARB_texture_non_power_of_two; GLboolean ARB_transpose_matrix; GLboolean ARB_vertex_buffer_object; GLboolean ARB_vertex_program; GLboolean ARB_vertex_shader; GLboolean ARB_window_pos; GLboolean EXT_abgr; GLboolean EXT_bgra; GLboolean EXT_blend_color; GLboolean EXT_blend_equation_separate; GLboolean EXT_blend_func_separate; GLboolean EXT_blend_logic_op; GLboolean EXT_blend_minmax; GLboolean EXT_blend_subtract; GLboolean EXT_clip_volume_hint; GLboolean EXT_cull_vertex; GLboolean EXT_convolution; GLboolean EXT_compiled_vertex_array; GLboolean EXT_copy_texture; GLboolean EXT_depth_bounds_test; GLboolean EXT_draw_range_elements; GLboolean EXT_framebuffer_object; GLboolean EXT_fog_coord; GLboolean EXT_framebuffer_blit; GLboolean EXT_gpu_program_parameters; GLboolean EXT_histogram; GLboolean EXT_multi_draw_arrays; GLboolean EXT_paletted_texture; GLboolean EXT_packed_depth_stencil; GLboolean EXT_packed_pixels; GLboolean EXT_pixel_buffer_object; GLboolean EXT_point_parameters; GLboolean EXT_polygon_offset; GLboolean EXT_rescale_normal; GLboolean EXT_shadow_funcs; GLboolean EXT_secondary_color; GLboolean EXT_separate_specular_color; GLboolean EXT_shared_texture_palette; GLboolean EXT_stencil_wrap; GLboolean EXT_stencil_two_side; GLboolean EXT_subtexture; GLboolean EXT_texture; GLboolean EXT_texture_object; GLboolean EXT_texture3D; GLboolean EXT_texture_compression_s3tc; GLboolean EXT_texture_env_add; GLboolean EXT_texture_env_combine; GLboolean EXT_texture_env_dot3; GLboolean EXT_texture_filter_anisotropic; GLboolean EXT_texture_lod_bias; GLboolean EXT_texture_mirror_clamp; GLboolean EXT_texture_sRGB; GLboolean EXT_texture_swizzle; GLboolean EXT_timer_query; GLboolean EXT_vertex_array; GLboolean EXT_vertex_array_bgra; GLboolean EXT_vertex_array_set; /* vendor extensions */ GLboolean APPLE_client_storage; GLboolean APPLE_packed_pixels; GLboolean APPLE_vertex_array_object; GLboolean ATI_envmap_bumpmap; GLboolean ATI_texture_mirror_once; GLboolean ATI_texture_env_combine3; GLboolean ATI_fragment_shader; GLboolean ATI_separate_stencil; GLboolean IBM_rasterpos_clip; GLboolean IBM_multimode_draw_arrays; GLboolean MESA_pack_invert; GLboolean MESA_packed_depth_stencil; GLboolean MESA_resize_buffers; GLboolean MESA_ycbcr_texture; GLboolean MESA_texture_array; GLboolean MESA_texture_signed_rgba; GLboolean NV_blend_square; GLboolean NV_fragment_program; GLboolean NV_light_max_exponent; GLboolean NV_point_sprite; GLboolean NV_texgen_reflection; GLboolean NV_texture_env_combine4; GLboolean NV_texture_rectangle; GLboolean NV_vertex_program; GLboolean NV_vertex_program1_1; GLboolean OES_read_format; GLboolean SGI_color_matrix; GLboolean SGI_color_table; GLboolean SGI_texture_color_table; GLboolean SGIS_generate_mipmap; GLboolean SGIS_texture_edge_clamp; GLboolean SGIS_texture_lod; GLboolean TDFX_texture_compression_FXT1; GLboolean S3_s3tc; /** The extension string */ const GLubyte *String; }; /** * A stack of matrices (projection, modelview, color, texture, etc). */ struct gl_matrix_stack { GLmatrix *Top; /**< points into Stack */ GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ GLuint Depth; /**< 0 <= Depth < MaxDepth */ GLuint MaxDepth; /**< size of Stack[] array */ GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ }; /** * \name Bits for image transfer operations * \sa __GLcontextRec::ImageTransferState. */ /*@{*/ #define IMAGE_SCALE_BIAS_BIT 0x1 #define IMAGE_SHIFT_OFFSET_BIT 0x2 #define IMAGE_MAP_COLOR_BIT 0x4 #define IMAGE_COLOR_TABLE_BIT 0x8 #define IMAGE_CONVOLUTION_BIT 0x10 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40 #define IMAGE_COLOR_MATRIX_BIT 0x80 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100 #define IMAGE_HISTOGRAM_BIT 0x200 #define IMAGE_MIN_MAX_BIT 0x400 #define IMAGE_CLAMP_BIT 0x800 /** Pixel Transfer ops up to convolution */ #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \ IMAGE_SHIFT_OFFSET_BIT | \ IMAGE_MAP_COLOR_BIT | \ IMAGE_COLOR_TABLE_BIT) /** Pixel transfer ops after convolution */ #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \ IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \ IMAGE_COLOR_MATRIX_BIT | \ IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\ IMAGE_HISTOGRAM_BIT | \ IMAGE_MIN_MAX_BIT) /*@}*/ /** * \name Bits to indicate what state has changed. * * 4 unused flags. */ /*@{*/ #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */ #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */ #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */ #define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */ #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */ #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */ #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */ #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */ #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */ #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */ #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */ #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */ #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */ #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */ #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */ #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */ #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */ #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */ #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */ #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */ #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */ #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */ #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */ #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */ #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */ #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */ #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */ #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */ #define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */ #define _NEW_PROGRAM_CONSTANTS 0x20000000 #define _NEW_ALL ~0 /*@}*/ /** * \name Bits to track array state changes * * Also used to summarize array enabled. */ /*@{*/ #define _NEW_ARRAY_VERTEX VERT_BIT_POS #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */ #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */ #define _NEW_ARRAY_ALL 0xffffffff #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i)) #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i)) /*@}*/ /** * \name A bunch of flags that we think might be useful to drivers. * * Set in the __GLcontextRec::_TriangleCaps bitfield. */ /*@{*/ #define DD_FLATSHADE 0x1 #define DD_SEPARATE_SPECULAR 0x2 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */ #define DD_TRI_LIGHT_TWOSIDE 0x8 #define DD_TRI_UNFILLED 0x10 #define DD_TRI_SMOOTH 0x20 #define DD_TRI_STIPPLE 0x40 #define DD_TRI_OFFSET 0x80 #define DD_LINE_SMOOTH 0x100 #define DD_LINE_STIPPLE 0x200 #define DD_LINE_WIDTH 0x400 #define DD_POINT_SMOOTH 0x800 #define DD_POINT_SIZE 0x1000 #define DD_POINT_ATTEN 0x2000 #define DD_TRI_TWOSTENCIL 0x4000 /*@}*/ /** * \name Define the state changes under which each of these bits might change */ /*@{*/ #define _DD_NEW_FLATSHADE _NEW_LIGHT #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM) #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON #define _DD_NEW_TRI_OFFSET _NEW_POLYGON #define _DD_NEW_LINE_SMOOTH _NEW_LINE #define _DD_NEW_LINE_STIPPLE _NEW_LINE #define _DD_NEW_LINE_WIDTH _NEW_LINE #define _DD_NEW_POINT_SMOOTH _NEW_POINT #define _DD_NEW_POINT_SIZE _NEW_POINT #define _DD_NEW_POINT_ATTEN _NEW_POINT /*@}*/ /** * Composite state flags */ /*@{*/ #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ _NEW_TEXTURE | \ _NEW_POINT | \ _NEW_PROGRAM | \ _NEW_MODELVIEW) #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \ _NEW_TEXTURE) #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL | \ _NEW_COLOR_MATRIX) /*@}*/ /* This has to be included here. */ #include "dd.h" #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *)) /** * Core Mesa's support for tnl modules: */ struct gl_tnl_module { /** * Vertex format to be lazily swapped into current dispatch. */ const GLvertexformat *Current; /** * \name Record of functions swapped out. * On restore, only need to swap these functions back in. */ /*@{*/ struct { _glapi_proc * location; _glapi_proc function; } Swapped[NUM_VERTEX_FORMAT_ENTRIES]; GLuint SwapCount; /*@}*/ }; /** * Display list flags. * Strictly this is a tnl-private concept, but it doesn't seem * worthwhile adding a tnl private structure just to hold this one bit * of information: */ #define DLIST_DANGLING_REFS 0x1 /** Opaque declaration of display list payload data type */ union gl_dlist_node; /** * Provide a location where information about a display list can be * collected. Could be extended with driverPrivate structures, * etc. in the future. */ struct gl_display_list { GLuint Name; GLbitfield Flags; /**< DLIST_x flags */ /** The dlist commands are in a linked list of nodes */ union gl_dlist_node *Head; }; /** * State used during display list compilation and execution. */ struct gl_dlist_state { GLuint CallDepth; /**< Current recursion calling depth */ struct gl_display_list *CurrentList; /**< List currently being compiled */ union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */ GLuint CurrentPos; /**< Index into current block of nodes */ GLvertexformat ListVtxfmt; GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; GLubyte ActiveIndex; GLfloat CurrentIndex; GLubyte ActiveEdgeFlag; GLboolean CurrentEdgeFlag; }; /** * Mesa rendering context. * * This is the central context data structure for Mesa. Almost all * OpenGL state is contained in this structure. * Think of this as a base class from which device drivers will derive * sub classes. * * The GLcontext typedef names this structure. */ struct __GLcontextRec { /** State possibly shared with other contexts in the address space */ struct gl_shared_state *Shared; /** \name API function pointer tables */ /*@{*/ struct _glapi_table *Save; /**< Display list save functions */ struct _glapi_table *Exec; /**< Execute functions */ struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */ /*@}*/ GLvisual Visual; GLframebuffer *DrawBuffer; /**< buffer for writing */ GLframebuffer *ReadBuffer; /**< buffer for reading */ GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ /** * Device driver function pointer table */ struct dd_function_table Driver; void *DriverCtx; /**< Points to device driver context/state */ /** Core/Driver constants */ struct gl_constants Const; /** \name The various 4x4 matrix stacks */ /*@{*/ struct gl_matrix_stack ModelviewMatrixStack; struct gl_matrix_stack ProjectionMatrixStack; struct gl_matrix_stack ColorMatrixStack; struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS]; struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES]; struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */ /*@}*/ /** Combined modelview and projection matrix */ GLmatrix _ModelProjectMatrix; /** \name Display lists */ struct gl_dlist_state ListState; GLboolean ExecuteFlag; /**< Execute GL commands? */ GLboolean CompileFlag; /**< Compile GL commands into display list? */ /** Extension information */ struct gl_extensions Extensions; /** \name State attribute stack (for glPush/PopAttrib) */ /*@{*/ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Renderer attribute groups * * We define a struct for each attribute group to make pushing and popping * attributes easy. Also it's a good organization. */ /*@{*/ struct gl_accum_attrib Accum; /**< Accum buffer attributes */ struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */ struct gl_current_attrib Current; /**< Current attributes */ struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ struct gl_eval_attrib Eval; /**< Eval attributes */ struct gl_fog_attrib Fog; /**< Fog attributes */ struct gl_hint_attrib Hint; /**< Hint attributes */ struct gl_light_attrib Light; /**< Light attributes */ struct gl_line_attrib Line; /**< Line attributes */ struct gl_list_attrib List; /**< List attributes */ struct gl_multisample_attrib Multisample; struct gl_pixel_attrib Pixel; /**< Pixel attributes */ struct gl_point_attrib Point; /**< Point attributes */ struct gl_polygon_attrib Polygon; /**< Polygon attributes */ GLuint PolygonStipple[32]; /**< Polygon stipple */ struct gl_scissor_attrib Scissor; /**< Scissor attributes */ struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ struct gl_texture_attrib Texture; /**< Texture attributes */ struct gl_transform_attrib Transform; /**< Transformation attributes */ struct gl_viewport_attrib Viewport; /**< Viewport attributes */ /*@}*/ /** \name Client attribute stack */ /*@{*/ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Client attribute groups */ /*@{*/ struct gl_array_attrib Array; /**< Vertex arrays */ struct gl_pixelstore_attrib Pack; /**< Pixel packing */ struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */ struct gl_pixelstore_attrib DefaultPacking; /**< Default params */ /*@}*/ /** \name Other assorted state (not pushed/popped on attribute stack) */ /*@{*/ struct gl_pixelmaps PixelMaps; struct gl_histogram_attrib Histogram; struct gl_minmax_attrib MinMax; struct gl_convolution_attrib Convolution1D; struct gl_convolution_attrib Convolution2D; struct gl_convolution_attrib Separable2D; struct gl_evaluators EvalMap; /**< All evaluators */ struct gl_feedback Feedback; /**< Feedback */ struct gl_selection Select; /**< Selection */ struct gl_color_table ColorTable[COLORTABLE_MAX]; struct gl_color_table ProxyColorTable[COLORTABLE_MAX]; struct gl_program_state Program; /**< general program state */ struct gl_vertex_program_state VertexProgram; struct gl_fragment_program_state FragmentProgram; struct gl_ati_fragment_shader_state ATIFragmentShader; struct gl_shader_state Shader; /**< GLSL shader object state */ struct gl_query_state Query; /**< occlusion, timer queries */ /*@}*/ #if FEATURE_EXT_framebuffer_object struct gl_renderbuffer *CurrentRenderbuffer; #endif GLenum ErrorValue; /**< Last error code */ GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */ /** \name Derived state */ /*@{*/ /** Bitwise-or of DD_* flags. Note that this bitfield may be used before * state validation so they need to always be current. */ GLbitfield _TriangleCaps; GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLboolean _NeedEyeCoords; GLboolean _ForceEyeCoords; GLuint TextureStateTimestamp; /**< detect changes to shared state */ struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */ struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */ /**@}*/ struct gl_list_extensions ListExt; /**< driver dlist extensions */ /** \name For debugging/development only */ /*@{*/ GLboolean FirstTimeCurrent; /*@}*/ /** Dither disable via MESA_NO_DITHER env var */ GLboolean NoDither; /** software compression/decompression supported or not */ GLboolean Mesa_DXTn; /** * Use dp4 (rather than mul/mad) instructions for position * transformation? */ GLboolean mvp_with_dp4; /** Core tnl module support */ struct gl_tnl_module TnlModule; /** * \name Hooks for module contexts. * * These will eventually live in the driver or elsewhere. */ /*@{*/ void *swrast_context; void *swsetup_context; void *swtnl_context; void *swtnl_im; struct st_context *st; void *aelt_context; /*@}*/ }; /** The string names for GL_POINT, GL_LINE_LOOP, etc */ extern const char *_mesa_prim_name[GL_POLYGON+4]; #ifdef DEBUG extern int MESA_VERBOSE; extern int MESA_DEBUG_FLAGS; # define MESA_FUNCTION __FUNCTION__ #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # define MESA_FUNCTION "a function" # ifndef NDEBUG # define NDEBUG # endif #endif enum _verbose { VERBOSE_VARRAY = 0x0001, VERBOSE_TEXTURE = 0x0002, VERBOSE_IMMEDIATE = 0x0004, VERBOSE_PIPELINE = 0x0008, VERBOSE_DRIVER = 0x0010, VERBOSE_STATE = 0x0020, VERBOSE_API = 0x0040, VERBOSE_DISPLAY_LIST = 0x0100, VERBOSE_LIGHTING = 0x0200, VERBOSE_PRIMS = 0x0400, VERBOSE_VERTS = 0x0800, VERBOSE_DISASSEM = 0x1000, }; enum _debug { DEBUG_ALWAYS_FLUSH = 0x1 }; #endif /* MTYPES_H */